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Omniverse Realtime Viewer

NVIDIAOfficialCreated by NVIDIA Omniverse

  • Skill
  • Tool integration
  • Software development
  • Apache-2.0
  • Medium risk

From the author

Use as the top-level router for Omniverse Realtime Viewer USD apps, XR delivery, SPG GPU processing, stylized rendering, and focused viewer reference documents.
— the description by NVIDIA Omniverse

AutoGineer summary

Written by AutoGineer from the skill’s own files, not by the author

The Omniverse Realtime Viewer skill acts as a central routing and architectural framework for developing USD-based 3D viewer applications. It provides a structured approach to composing rendering, scene state, and delivery mechanisms, ensuring that developers can integrate OVRTX rendering, OVStage scene management, and various UI or streaming adapters effectively. The skill emphasizes a modular architecture where the viewer runtime, UI/input adapters, and delivery systems are decoupled, allowing for consistent behavior across local and streamed environments.

What it does

  • Provides a routing architecture for USD viewer apps, XR delivery, and GPU-accelerated rendering.
  • Defines the separation of concerns between viewer runtime, UI adapters, and delivery systems.
  • Offers guidance on integrating OVRTX for high-fidelity 3D rendering.
  • Establishes conventions for camera interaction, scene state management, and input handling.
  • Supports the implementation of specialized features like stylized rendering and CAE/CFD visualization.
  • Provides protocols for agent-to-UI communication and scene control.

When to use it

  • When starting the development of a new USD-based realtime viewer application.
  • When integrating advanced rendering features like stylized visualization or AOV switching.
  • When building XR or spatial editing capabilities into an existing Omniverse application.
  • When you need to standardize the architecture for local and streamed viewer deployments.
  • When implementing chat-driven scene control or agent-based inspection of a 3D scene.

Advantages

  • Promotes a clean, modular architecture that separates rendering logic from UI and transport.
  • Ensures consistent behavior across different delivery methods, such as local windows or WebRTC streaming.
  • Provides clear paths for extending functionality without disrupting the core viewer runtime.
  • Facilitates the integration of complex simulation and visualization data into the viewer.
  • Standardizes conventions for scene state, selection, and camera control.

Usage examples

“How do I set up a basic USD viewer application using the Omniverse Realtime Viewer architecture?”
The agent will guide you to start with the viewer app reference, resolve dependencies, and implement the core runtime owner to manage the OVStage and OVRTX renderer.
“I need to add stylized rendering to my existing viewer. Where should I start?”
The agent will direct you to the stylized visualization references to implement the required USD/Lua/CUDA nodes within your existing runtime owner.
“How can I enable an AI agent to control the viewer scene?”
The agent will point to the A2UI Scene Copilot reference to implement an operation interface that allows the agent to send commands through the existing runtime owner.
“How do I switch between different render outputs like beauty and depth in my viewer?”
The agent will explain how to use the AOV switching reference to map RenderVars and update the RenderProduct's orderedVars through the runtime owner.

Install

  1. Download the skill as a ZIP:

    https://autogineer.com/agent-skills/nvidia/omniverse-realtime-viewer/download
  2. Unzip it into the cross-client skills folder of your project:

    mkdir -p .agents/skills && unzip omniverse-realtime-viewer.zip -d .agents/skills

Documentation by NVIDIA Omniverse

<!-- SPDX-FileCopyrightText: Copyright (c) 2026 NVIDIA CORPORATION & AFFILIATES. All rights reserved. -->

<!-- SPDX-License-Identifier: Apache-2.0 -->

Omniverse Realtime Viewer

Build responsive USD viewers by composing OVRTX rendering, OVStage scene state, and the delivery/UI libraries appropriate to the app. Use this package for viewer architecture and interaction; use each selected SDK's upstream guidance for installation and exact release-specific APIs.

Start With The App

  1. When delivery is explicit, select its recipe through references/routing.md and follow its current phase. Otherwise start with references/usd-viewer-app/README.md. For an existing app, keep its architecture and read only the references for the requested change. Broad app, conventions and UI catalogs are lookups as needed.

  2. Resolve the selected libraries through references/dependencies/README.md. Preserve the project's manifest unless an upgrade is requested.

  3. Build a working frame and camera interaction in the chosen shell, then add the requested capabilities. Read references/conventions.md for shared input, camera, selection, and protocol conventions.

  4. Use references/viewer-ux-workflow/README.md for broader interface design. Loading, selection feedback, errors, and input responsiveness belong in the first working app, alongside rendering.

  5. Validate the actual delivery path with references/validation.md. A browser screenshot does not validate a native window or a different transport.

Architecture

OwnerResponsibility
Viewer runtimeOwn the live OVStage, publication clock, OVRTX renderer, scene changes, and render stepping.
UI and input adapterDisplay frames and copied app state; send user intent to the runtime owner.
Storage/query/simulation workersPerform their assigned work and return results through the selected integration boundary.
Delivery adapterPresent locally or stream through ovstream; respect frame ownership and backpressure.

Use OVRTX for USD/3D rendering. Browser apps display its WebRTC video; local apps present its output through their native shell. A missing GPU means rendering is unverified, not a reason to substitute a browser 3D renderer.

Keep viewer cameras, settings, effects, and transient edits in app-owned session or runtime state so the source USD stays intact. Serialize scene mutation and render stepping through the runtime owner. Read references/ovstage-ovrtx-integration/README.md for that loop, then the population or data-plane references when implementing scene loading or attribute writes.

Keep expensive loading and metadata work off the UI and render threads. Keep transport details behind a delivery adapter so camera, selection, properties, and loading state can be reused across local and streamed shells.

Add Capabilities As Needed

Use references/routing.md to select camera/picking, scene management, render settings, cloud assets, simulation, editor tools, deployment, or CAE/CFD visualization. Read the selected capability's implementation flow and its linked contract; the full reference catalog is not a prerequisite for a first frame.

For simulation, use the routing reference's Simulation Ecosystem section plus references/realtime-sim-integration/README.md. For UI-driven forces or control, add references/interaction-round-trip/README.md.

For example scenes, use references/usd-sample-data/README.md. When a runtime failure needs diagnosis, use references/troubleshooting/README.md and the selected SDK's matching release guidance before changing the architecture.

Solid Modeling: Upstream First

For usd-brep, exact BRep, solid modeling, kernel failures, CAD topology, or BrepArray questions, first read references/dependencies/README.md → USD BRep. Follow the owning repository's current agent guidance, skills, operation docs, and package API before selecting local integration references. Discover the upstream router rather than assuming skill names or directory layouts remain fixed. Upstream owns modeling semantics, schema rules, tuning, and diagnostics; this package owns OVRTX display, worker handoff, selection mapping, and publication timing.

GPU Processing And Stylized Viewers

For custom GPU processing, chained outputs and lens sampling, read references/spg-processing/README.md. For toon, ink, technical/X-Ray styles, geometry strokes or full wireframe, continue to references/stylized-visualization/implementation.md. Its USD/Lua/CUDA starting node and geometry/depth/composite build sequence work with the selected viewer recipe; use references/stylized-visualization/style-recipes.md for the preset math and references/stylized-visualization/README.md for supporting contracts. Implement the result inside the existing OVRTX/runtime owner and deliver the published processed output. These instructions do not require a sample checkout or a prior stylized-rendering implementation.

For an optional usd-brep geometry source, first read references/dependencies/README.md → USD BRep and the owning repository's current agent guidance, skills, and operation docs; then read references/stylized-visualization/usd-brep-source.md for the display boundary.

XR Viewers

For headsets, immersive viewers, or spatial editors, start with references/xr-viewer-recipe/README.md. Resolve SDK setup and contracts through references/dependencies/ovxr.md; the library owns OpenXR lifecycle and frame submission. For controllers, hands, navigation, or scene tools, add references/xr-spatial-input/README.md and references/ovxr-python-interactions/README.md. For projection-integrated UI, read references/ovxr-composition-ui/README.md and references/ovxr-composition-ui-validation/README.md.

Files

references/selection-feedback/README.md

Selection Feedback

Triggers

Use this skill for highlight selected, selection outline, selection group, SelectionGroupStyle, SelectionFillMode, selection glow, selected object feedback, or outline selected prim.

Use this for renderer-visible feedback after selection. Picking and selected-path state live in object-selection. The combined ovrtx API reference is native-picking-selection.

The default selection visual path is native ovrtx selection outlines and styles. Do not create segmentation/Warp outline systems for new ovrtx apps.

For ovrtx selection outline, fill, or C API behavior beyond this reference, read references/dependencies for acquisition guidance and supplemental dependency documentation.

Native Selection Model

  • Native selection outlines are enabled by default in current OVRTX. Set the creation-time flag explicitly only when the viewer needs a stable visual contract, or set it to False to disable the pass.

  • Assign non-zero selection group IDs to selected prims.

  • Write group 0 to clear a prim.

  • Configure outline width and fill mode at renderer creation.

  • Configure per-group outline/fill colors at runtime.

  • Use transparent fill color when the app wants outlines only.

  • Treat outline groups as renderer-visible feedback state. OVStage may receive selected-path metadata or downstream feature writes, but native OVRTX remains the correct surface for selection outlines.

Python names:

  • ovrtx.RendererConfig(selection_outline_enabled=True)

  • ovrtx.RendererConfig(selection_outline_width=...)

  • ovrtx.RendererConfig(selection_fill_mode=ovrtx.SelectionFillMode.GROUP_FILL_COLOR)

  • ovrtx.SelectionGroupStyle

  • Renderer.set_selection_group_styles(...)

  • Renderer.set_selection_outline_group_strings(...)

C/C++ names:

  • OVRTX_CONFIG_SELECTION_OUTLINE_ENABLED

  • ovrtx_config_entry_selection_outline_enabled(true)

  • ovrtx_config_entry_selection_outline_width(...)

  • ovrtx_config_entry_selection_fill_mode(...)

  • ovrtx_set_selection_group_styles(...)

  • ovrtx_set_selection_outline_group(...)

Renderer Setup

import ovrtx


config = ovrtx.RendererConfig(
    selection_outline_enabled=True,
    selection_outline_width=4,
    selection_fill_mode=ovrtx.SelectionFillMode.GROUP_FILL_COLOR,
)
renderer = ovrtx.Renderer(config=config)

Changing selection_outline_enabled, selection_outline_width, or selection_fill_mode requires recreating the renderer. Per-group colors can be changed while the renderer is running.

Group Styles

renderer.set_selection_group_styles({
    1: ovrtx.SelectionGroupStyle(
        outline_color=(1.0, 0.6, 0.0, 1.0),
        fill_color=(0.0, 0.0, 0.0, 0.0),
    ),
    2: ovrtx.SelectionGroupStyle(
        outline_color=(0.1, 0.55, 1.0, 1.0),
        fill_color=(0.1, 0.55, 1.0, 0.18),
    ),
})

Use stable group IDs for distinct interaction states, for example:

GroupUse
0Unselected / cleared
1Primary selection
2Secondary or marquee preview
3Hover, if the app needs hover feedback

Later style writes to the same group replace earlier styles for subsequent frames.

Assign And Clear Outlines

Python:

import ovrtx


def set_selection_groups(renderer, group_by_path: dict[str, int]) -> None:
    if not group_by_path:
        return

    paths = list(group_by_path)
    renderer.set_selection_outline_group_strings(
        paths,
        [group_by_path[path] for path in paths],
    )

C/C++:

// Set selected prims to group 1.
uint8_t selected_groups[selected_count];  /* fill with 1 */
ovrtx_set_selection_outline_group(renderer, selected_path_ids, selected_count, selected_groups);

// Clear previously selected prims.
uint8_t previous_groups[previous_count];  /* fill with 0 */
ovrtx_set_selection_outline_group(renderer, previous_path_ids, previous_count, previous_groups);

Always clear previous groups that are no longer selected before assigning the new selection. The renderer displays whatever group value is currently authored for each prim. Do not replace this path with material fader writes; material effects belong in prim-pick-effects and should be driven through OVStage.

Update Pattern

class SelectionFeedback:
    PRIMARY_GROUP = 1

    def __init__(self, renderer):
        self._renderer = renderer
        self._outlined_paths: set[str] = set()

    def update(self, selected_mesh_paths: set[str]) -> None:
        selected_mesh_paths = set(selected_mesh_paths)

        clear_paths = self._outlined_paths - selected_mesh_paths
        set_paths = selected_mesh_paths

        writes = {path: 0 for path in clear_paths}
        writes.update({path: self.PRIMARY_GROUP for path in set_paths})
        set_selection_groups(self._renderer, writes)

        self._outlined_paths = selected_mesh_paths

    def clear(self) -> None:
        set_selection_groups(self._renderer, {path: 0 for path in self._outlined_paths})
        self._outlined_paths.clear()

Tree selection often targets an Xform or Scope. Use stage-hierarchy to expand that selected item to descendant mesh paths for outline assignment, while keeping the original selected path for the tree and info panel.

Fill Mode

Selection fill color is visible only when the renderer was created with a fill mode that uses group fill colors, such as SelectionFillMode.GROUP_FILL_COLOR / OVRTX_SELECTION_FILL_MODE_GROUP_FILL_COLOR.

For outline-only selection, either use a fill mode that disables filling or keep each group's fill_color alpha at 0.0.

Scene Lifecycle

On scene switch, reload, or renderer reset:

  • Stop issuing feedback writes while the renderer is resetting.

  • Clear the runtime selected path set.

  • Clear previous native selection groups by writing group 0 before discarding the old selection state when practical.

  • Recreate renderer-level outline configuration if the renderer is recreated.

  • Reapply default group styles after creating a new renderer.

  • When same-scene population preserves selection intent, reapply its groups after the new stage publication has completed its renderer update and before rendering. Population can recreate the renderer-owned prim state.

Gotchas

  • Selection visuals require both renderer config and per-prim non-zero group IDs.

  • Group 0 means no native selection outline.

  • Per-group style writes are runtime state; keep them in app setup, not in the per-frame hot path.

  • Direct OVRTX group writes are acceptable for selection outlines. Direct OVRTX transform, visibility, or material/effect writes are not part of this module.

  • Fill color does nothing unless the renderer fill mode enables it.

  • Outline dashing/stippling is not supported by the native RTX outline pass.

  • Do not use seg-outline-highlight unless the user explicitly needs a custom post-process overlay instead of native selection outlines.

See also: viewer-input-routing, native-picking-selection, object-selection, stage-hierarchy, stage-management, stage-loading, ovrtx-rendering.

Generated Module Checklist - selection_feedback.py

  • [ ] Renderer is created with native selection outlines enabled.

  • [ ] Default SelectionGroupStyle values are installed at startup.

  • [ ] Selected mesh paths are written to non-zero selection groups.

  • [ ] Previously selected mesh paths are cleared with group 0.

  • [ ] Tree-selected Xforms/Scopes are expanded to descendant mesh paths.

  • [ ] Renderer recreation reapplies outline config and group styles.

  • [ ] No EffectLayer material or fader behavior is implemented in this module.

Requirements and compatibility

Works with: Claude Code, Claude apps, OpenAI Codex, GitHub Copilot, Cursor, Gemini CLI, Kiro, OpenCode, Goose, Amp, Roo Code, JetBrains Junie, Factory Droid, Devin (ex-Windsurf), Mistral Vibe, OpenHands, Letta

“Works with” means the tool reads the open Agent Skills format; a skill written for one tool may use features others lack.

Needs: Needs Python, Needs Node.js

The author says: Orchestrator skill. Downstream focused references may require NVIDIA GPUs, ovrtx, ovstream, ovui, OpenUSD, Python, Node/React, Tauri, Electron, C++, or cloud GPU deployment access depending on the selected viewer path.

Security

What our scanner noticed· Medium risk

  • Large base64-encoded blobs
  • Instructions that use the network

A static scan is not a guarantee. Skills are third-party content: review a skill before you let an agent use it.

Attribution and licence

Created by
NVIDIA Omniverse
Publisher
NVIDIA (Official)
Source
NVIDIA/skills · skills/omniverse-realtime-viewer · commit fce3cca
Licence
Apache License 2.0 (redistribution allowed)
  • LICENSE (added by AutoGineer from LICENSE-APACHE)
  • ATTRIBUTION.md (written by AutoGineer)
Synced

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Download ZIP

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